Five Shader Tips Every Blender Artist Should Know

Five of my favourite material shader node tips.
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The Eagle statue used in the dust demo comes from Spleen vision - sketchfab.com/3d-models/eagle...
Chapters:
00:00 Intro
00:23 Randomize seamless textures
02:52 Randomize colours
04:05 Add dust/snow/rain
08:23 Randomize non-tiling textures
11:34 Control lights with textures
#ASUS #ProArt #ProArtist #Creator #Intel

Пікірлер: 43

  • @jamesc5801
    @jamesc5801 Жыл бұрын

    For snow, you can also use a 'normal' node and 'seperate xyz' using the z axis to have it update live instead of having to apply object rotation.

  • @SchemingGoldberg

    @SchemingGoldberg

    Жыл бұрын

    It's best to use the "Geometry" node with the "Normal" socket. That gives you the object's normals in world space. You can also use the "Vector Transform" node to convert from object space into world space, which does the same thing.

  • @jamesc5801

    @jamesc5801

    Жыл бұрын

    @@SchemingGoldberg Yeahhh that's the one! i knew it was something like that

  • @derivepi6930
    @derivepi6930 Жыл бұрын

    The blinking lights - genius!

  • @DECODEDVFX

    @DECODEDVFX

    Жыл бұрын

    You can build some really complex patterns with that method too.

  • @Kurt634

    @Kurt634

    Жыл бұрын

    ​@@DECODEDVFXwould love to see a video on creating some complex lighting systems using this method! I haven't seen any other videos that cover the potential things you can create with it

  • @paddywwoof

    @paddywwoof

    Жыл бұрын

    Yes, all really sound tips explained clearly, but the lights one gets 11/10 from me too. I think I will try out some procedural textures with animated parameters...

  • @bassemb
    @bassemb Жыл бұрын

    I really like the fact that you can use the pen on the touchpad as well as the screen. Most of the time I prefer having my hand down on my graphic tablet. Well done ASUS. The wheel is super helpful too.

  • @DECODEDVFX

    @DECODEDVFX

    Жыл бұрын

    I totally agree. I prefer painting directly on a screen for precession stuff, but it can be quite tiring on your arms for long periods. It's definitely one of my favourite things about the laptop

  • @Dantti
    @Dantti Жыл бұрын

    Great tips Rob, thanks a lot!

  • @DECODEDVFX

    @DECODEDVFX

    Жыл бұрын

    Thanks for watching.

  • @gottagowork
    @gottagowork Жыл бұрын

    For randomization, random per island becomes unavailable for objects with a bevel modifier. In this case I will UV Unwrap "Project from view (bounds)" (from any angle, doesn't matter), select all in UV editor, then scale all around individual origins to zero. White noise node (which I'd use anyway) will require a vector snap 0.001 or something low, or it will produce gibberish. White noise node -> separate colors, both RGB and HSV: R and G (but scaled up) I use to control UV offset similar to yours. B either controls noise offset that also goes into UV offset, or random rotation value (none may be applicable to floorboards, but it has its uses elsewhere). H is used to mirror (* -1) nothing, U only, V only, or both axis. V is used to produce varying shades of the albedo. Since R and G are scaled up for the offset purpose, in raw form they can remapped pre-scale individually and used to scale the UVs for further randomization. Say 0-1 -> 0.8-1.2. If this *STILL* isn't enough to reduce/eliminate texture repeats, I'll start mixing several versions of the same texture setup above using noise to determine which one shows. I'm not a fan of the voronoi warp method as that create sharp transitions in the coordinates which will mess up bumps. As for the dust normal, often applying rotation is unavailable (i.e. due modifiers). Texture Coordinates/Normal is orientation specific, whereas Geometry/Normal is world specific. If you want to control the normal, instead of separate.Z, try the dot output from the normal node instead. Allows you to *set* the direction directly.

  • @Escher99
    @Escher99 Жыл бұрын

    Rather than making the UV super small you could also combine the last two techniques and add a snap node so they always occupy one colour.

  • @shirazkhan3443
    @shirazkhan3443 Жыл бұрын

    Thank you Blender Lord for your presence.

  • @juliaalder2007
    @juliaalder2007 Жыл бұрын

    This is very useful. Thanks.

  • @darrennew8211
    @darrennew8211 Жыл бұрын

    I've also had excellent results using the world position of the object rather than the random or the per-island. Works especially well when you want the same seamless procedural textures on multiple instances of similar models (e.g., brick or plaster walls of a house, roof tiles, etc). You can also run the random output through a white noise node and modify the W for different nodes. That'll avoid the effect where every Drackula book is black, for example. I'm loving the light effects on the ferris wheel.

  • @zana3d
    @zana3d Жыл бұрын

    Extremely helpful. Thank you!

  • @sebastianodibusti
    @sebastianodibusti Жыл бұрын

    Only one word bro, amazing!!! 👏🏻🔥

  • @richard29sher
    @richard29sher Жыл бұрын

    Great tutorial, thanks for addressing these illusive challenges.

  • @ES-ol8lb
    @ES-ol8lb Жыл бұрын

    Absolute boss.

  • Жыл бұрын

    Great ! We can also use a driver (exemple : #frame/2) to modify the UV coordinates !

  • @creativekaii
    @creativekaii2 күн бұрын

    This is great stuff bro! Subscribed!

  • @fabiobona89
    @fabiobona89 Жыл бұрын

    Gold, thank you!

  • @snailer06
    @snailer06 Жыл бұрын

    Thank you!

  • @matslarsson5988
    @matslarsson5988 Жыл бұрын

    Some really interesting stuff here. Definitely gave me some ideas.Thanks for sharing!

  • @Clases3d
    @Clases3d Жыл бұрын

    cool tips thank you!

  • @khayreddinekhayro7108
    @khayreddinekhayro7108 Жыл бұрын

    THANK YOU

  • @toodoo44
    @toodoo44 Жыл бұрын

    Very nice tips

  • @Albert_Sierra
    @Albert_Sierra Жыл бұрын

    Great tips.

  • @derdugati7126
    @derdugati71264 ай бұрын

    These are pure gold tips! Thank you very much! =)

  • @belzunze8611
    @belzunze8611 Жыл бұрын

    Muy buen canal, me gusta como explicas todo. Gracias

  • @wadeeliason969
    @wadeeliason969 Жыл бұрын

    Very usefull. More tools for my toolbox

  • @tallyman138
    @tallyman138 Жыл бұрын

    Good one, very helpful. Thanks! Your library expample shows a problem that I have for a long time: You only have one single random number per object. That's why all the Dracula books share the same color. I wish there would be a real random number node in the shader nodes (like there is now for geometry nodes)....

  • @btn237

    @btn237

    11 ай бұрын

    I assume you could simply multiply the random value, using a different multiplier for the colour compared to the decal?

  • @ramiths8171
    @ramiths81718 ай бұрын

    I think white noise is better at generating random numbers(also normalized b/w 0 to 1) we can use random from object info and feed it to white noise node to get the random offset.

  • @conorsvfx
    @conorsvfx Жыл бұрын

    Great tutorial! For the books i know there's a way of randomizing the scale/shape using using shaders or drivers on the shape keys but i can't figure it out. If you knew I'd be very grateful 🙏🙏

  • @Vospi
    @Vospi Жыл бұрын

    I liked the previous thumbnail so much...

  • @SaranjivacSRB
    @SaranjivacSRB8 ай бұрын

    *The last one gave me some Ian Hubert vibes.*

  • @DECODEDVFX

    @DECODEDVFX

    8 ай бұрын

    I'm pretty sure Ian uses the same technique sometimes for blinking lights.

  • @Mamac2006
    @Mamac2006 Жыл бұрын

    is it just me or putting a touchscreen on a notebook where every time you touch it it wiggles on the hinge a bad idea

  • @fergadelics
    @fergadelics11 ай бұрын

    I was like number 999. Because that’s how I roll

  • @EvanMapleMaggot
    @EvanMapleMaggot Жыл бұрын

    Thats useful. thanks!

  • @marcosurrealius
    @marcosurrealius Жыл бұрын

    Very cool indeed.